Time |
Nick |
Message |
00:01 |
Guest17 |
As for mapgen speed, your device matters. PCs will out perform laptops, tablets and phones. For mg_earth mod, settings also come into play. Disable boulders, rivers, streets, roads, and caves for some speed, but not much. |
00:04 |
RhineDevil |
Guest17: nvm apparently it was minetest's fault |
00:04 |
RhineDevil |
Minetest mapgen is annoying, no idea why they made it so you spawn inside blocks |
00:06 |
RhineDevil |
Guest17: finding mcl substitutes for coral_orange and coral_brown seems tricky af |
00:08 |
Guest17 |
The default mod of MTG game has a nodes.lua file, and at the top of the file is a commented index of nodes, including all the corals |
00:09 |
Guest17 |
RhineDevil, the mg_earth chat command to preemerge an area is: /emerge_area -500 0 -500 500 0 500, or which ever sized area you wish. |
00:28 |
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05:37 |
MTDiscord |
<s20> I have a question: What makes me qualified enough to be speaking in the IRC. I mean like any special work or just casual stuff. |
05:37 |
MTDiscord |
<s20> Casual in the sense it should be on-topic as it is mentioned? |
06:18 |
lissobone |
It's very casual. |
06:19 |
lissobone |
Consider it as an alternative chat. |
06:19 |
lissobone |
From my perspective, Discord is, and from yours -- IRC. |
06:19 |
lissobone |
Do you, like, think that IRC is for security professionals and crackers? |
06:19 |
lissobone |
No, it's just a chat for everyone. |
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07:34 |
jordan4ibanez[m] |
Irc is instant messaging before instant messaging existed |
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11:38 |
RhineDevil |
Yo anyone who knows a bit about mineclone mapgen? |
11:39 |
RhineDevil |
Need some help here https://github.com/ShadMOrdre/mg_earth/pull/1 |
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13:16 |
lissobone |
mese lore |
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15:17 |
MinetestBot |
[git] BuckarooBanzay -> minetest/minetest: Add min/max protocol version to `minetest.get_version()` (#13482) 65692ad https://github.com/minetest/minetest/commit/65692ad1b556c4e7b7e815e24270c869e8c20adf (2023-05-06T15:16:21Z) |
15:19 |
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15:29 |
RhineDevil |
Does someone know how does minetest convert seeds from words to integers? |
15:31 |
Krock |
open map_meta.txt and extract the integer from there, I suppose? |
15:32 |
Krock |
ah |
15:33 |
Krock |
RhineDevil: https://github.com/minetest/minetest/blob/master/src/util/string.cpp#L298 |
15:34 |
Krock |
attempts to convert hexadecimal and regular integers, then falls back to hashing |
15:35 |
RhineDevil |
Krock: is there any way to invoke this function directly? |
15:36 |
Krock |
directly from where? |
15:36 |
RhineDevil |
Krock: from lua code |
15:36 |
Krock |
no |
15:37 |
Krock |
although FFI might allow you to declare the function then perform pointer conversion magic to use this function but that's beyond hacky |
15:37 |
RhineDevil |
Krock: FFI? |
15:38 |
Krock |
Lua FFI. google is your frined |
15:38 |
MTDiscord |
<luatic> you don't want FFI for this |
15:38 |
Krock |
if it had a C-style function signature, you could attempt to call it from FFI |
15:39 |
MTDiscord |
<luatic> just port it to lua |
15:39 |
RhineDevil |
I agree |
15:39 |
MTDiscord |
<luatic> (or modify the engine to register a binding) |
15:39 |
RhineDevil |
It's not like calling it from native code |
15:39 |
MTDiscord |
<luatic> the only slight issue I see is the murmur hash |
15:40 |
MTDiscord |
<luatic> but you'll probably find lua impls of that too |
15:40 |
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15:41 |
MTDiscord |
<luatic> anyways, why do you want to use this from lua in the first place? |
15:41 |
Krock |
let the scientists do what they believe what is best, and not whether they actually should do it |
15:42 |
RhineDevil |
>all this for letting ShadMOrdre use char-represented seeds in his fucking code |
15:42 |
RhineDevil |
You know what |
15:42 |
RhineDevil |
Fuck it |
15:42 |
RhineDevil |
Imma just use the char representation as default |
15:42 |
RhineDevil |
*int |
15:45 |
RhineDevil |
FUUU |
15:46 |
RhineDevil |
Imma rewrite his code for using ONLY integers as settings |
15:54 |
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16:06 |
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16:06 |
RhineDevil |
https://github.com/minetest/minetest/blob/master/builtin/settingtypes.txt#L8 |
16:07 |
RhineDevil |
Which is the appropriate type for a seed? |
16:07 |
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16:07 |
RhineDevil |
In settingtypes.txt https://github.com/minetest/minetest/blob/master/builtin/settingtypes.txt#L8 |
16:08 |
RhineDevil |
Tried using int but it took it as an offense and used extended notation (-e) |
16:09 |
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16:11 |
Guest2318 |
Hey RhineDevil, ShadMOrdre here |
16:11 |
Guest2318 |
The mapgen seed seems to be the biggest issue here. |
16:11 |
Guest2318 |
Can I offer some tips? |
16:13 |
Guest2318 |
On line 308 of init.lua, the one on the Github repo, comment out that line. That line takes the seed I provide in code, and sets the mapgen param. By commenting out this line, the seed you provide at world creation from the main menu will be the seed that is used, and all code in mg_earth regarding seed is ignored. |
16:13 |
RhineDevil |
Guest2318: I already made commits for removing "Terraria" and using the seed instead |
16:14 |
Guest2318 |
I may not use the commit, but can change the code to not set the seed. |
16:15 |
Guest2318 |
Have you been inworld yet? |
16:15 |
RhineDevil |
Yes, it worked by using numerical seed |
16:15 |
RhineDevil |
So let me get this straight |
16:15 |
RhineDevil |
Your code IGNORES the mapgen seed inserted at the start= |
16:15 |
RhineDevil |
? |
16:15 |
Guest2318 |
And thank you for the MineClone updates. I've been wanting this to work with that game, and perhaps Exile as well. |
16:16 |
RhineDevil |
Well it's still imperfect |
16:16 |
Guest2318 |
My code, line 308, sets the mapgen seed, which overwrites the menu seed. |
16:16 |
RhineDevil |
In my opinion it is very nonsensical |
16:16 |
RhineDevil |
By that I mean |
16:17 |
RhineDevil |
If I want to use your mod, shouldn't I set the seed? |
16:17 |
Guest2318 |
This is a community project. Nothing is perfect. mg_earth is WIP in the forums, while the CDB omits that part I guess. |
16:17 |
Guest2318 |
Yes you should set the seed. Which is why it is available in the settings. |
16:18 |
RhineDevil |
Why not having a setting turning on and of default seed? |
16:18 |
RhineDevil |
*off |
16:18 |
RhineDevil |
Like, it should be an HIC SUNT LEONES thing you shouldn't mess it with unless you know what are you doing |
16:18 |
Guest2318 |
I prefer text strings as they are easier to remember, and I usually seed the world using the world name. So a map named Avalon would have the text string "Avalon" as the seed. Just made since for helping my son back when he was 5 |
16:18 |
RhineDevil |
No I mean |
16:19 |
RhineDevil |
Yes having the string and yadda yadda |
16:19 |
Guest2318 |
Well, thanks for that idea. I will add an option to use mod seed vs. menu seed. |
16:19 |
RhineDevil |
But having a setting saying USE THE DEFAULT SEED? YES/NO |
16:19 |
RhineDevil |
Why don't I do that for you |
16:19 |
RhineDevil |
I'm in the process of revising settingtypes too |
16:20 |
RhineDevil |
There are some errors there huh |
16:20 |
RhineDevil |
Guest2318: agreed? |
16:21 |
Guest2318 |
And well, I like to tinker with code. This mod is the result of 3 years of tinkering to give me the map I wanted. Other options came about just because it was such low hanging fruit that it felt a slight to just not do the work... |
16:21 |
RhineDevil |
Yeah sure but dunno since I'm doing a thing I might do the other as well |
16:22 |
Guest2318 |
Before adding to many commits to that repo, please understand that MS policies have locked me out of doing anything more than command line update, and even that might go away. I created new account, just haven't added any repos there yet. Time is limited. |
16:26 |
Guest2318 |
I have also done a major rework of the road/cities code, into a standalone mod, and some of your commits are more suited to the new, as yet unreleased mod. I will add your updates before I commit it. I've also made updates in slim version of mg_earth that I've yet to backport, if that is even possible. The updates include performance and |
16:26 |
Guest2318 |
memory enhancements that I've picked up on in just the last two months. |
16:27 |
Guest2318 |
sfan5 recently shared a method involving builtin that might also significantly improve lua mapgen performance, and I've yet to dive into that. |
16:29 |
Guest2318 |
I just want to be honest about my intentions for mg_earth, going forward. Since you are working hard on your end to make some needed updates! |
16:31 |
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16:31 |
Guest2318 |
mg_earth, at some point for me, was more of a catch all mapgen experiment. I think that some of the more novelty mapgens available in mg_earth,. should be spun out to something else, allowing mg_earth to do what it does best, voronoi continents. |
16:32 |
Guest2318 |
The lua copies of the engine mapgens could also be made standalone, as they can really fly in a trimmed mod setup, without all the overhead mg_earth can bring. |
16:33 |
RhineDevil |
Guest2318: I have forked already, if there are problems just copy my repo |
16:36 |
Guest2318 |
I did want to ask, while I understand what its use is, where, or how is the editor config commit used? |
16:39 |
RhineDevil |
Guest2318: If you use vscode or vscode community with editorconfig plugin, KDE text editors or Notepad++ with editorconfig plugin it will force the editor to use the specified config for writing text |
16:39 |
RhineDevil |
It's useful because it helps having a coherent indenting style and newlines |
16:40 |
RhineDevil |
Specifically I did set it to enforce on lua files UNIX newline and tabs for indentation, with tabs being 4 spaces long |
16:40 |
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16:41 |
RhineDevil |
Guest2318: I've noticed that at line 312 it also changes mg_flags, does it override the settings in main menu? |
16:43 |
RhineDevil |
Because if so I'll add another enable internal mg_flags |
17:02 |
Guest2318 |
yes that would also override caves and such. For singlenode, there are no flags. If you disable that while trying to pass through a builtin mapgen, unknown results... |
17:03 |
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17:05 |
Guest2318 |
Is it still crashing, or have you gone inworld? |
17:11 |
RhineDevil^ |
Guest2318: no it's not crashing anymore, I'm trying to solve a different issue |
17:11 |
RhineDevil^ |
minetest.set_mapgen_setting("mg_flags", "nocaves, nodungeons, light, decorations, biomes, ores", true) |
17:11 |
RhineDevil^ |
This |
17:11 |
RhineDevil^ |
Does this override your menu choices when starting a world? |
17:11 |
RhineDevil^ |
Or not? |
17:11 |
RhineDevil^ |
Guest2318: |
17:12 |
RhineDevil^ |
After this I have to change a thing I've incorrectly set, glowstone for delimiting roads sucks |
17:15 |
RhineDevil^ |
Guest2318: are you here? |
17:19 |
RhineDevil^ |
Yeah apparently it does |
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17:27 |
RhineDevil^ |
Guest2318: Added mg_earth.settings.enable_internal_seed and mg_earth.settings.enable_internal_mg_flags |
17:28 |
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17:35 |
Guest2318 |
yes here. testing my newer unpublished version of this with your commits against Mineclone2 |
17:35 |
RhineDevil^ |
Got this error: .minetest/mods/mg_earth/init.lua:311: function arguments expected near '.' |
17:35 |
RhineDevil^ |
WHERE THE FUCK IS THE ERROR https://bpa.st/NCGEE |
17:36 |
RhineDevil^ |
Guest2318: Isn't finished |
17:36 |
RhineDevil^ |
I still have to add these additional settings AND fix a block I've set for roads |
17:37 |
Guest2318 |
you are looking at your copy of the code, and I have the github copy, so now line numbers don't line up |
17:37 |
RhineDevil^ |
I know Guest2318 that's why I copied the code existing at these lines |
17:37 |
RhineDevil^ |
Line 311 is line 3 of my paste |
17:38 |
Guest2318 |
Rhine, just comment out the two lines that use minetest.set_mapgen_setting. Then the mod uses menu settings. |
17:38 |
RhineDevil^ |
Guest2318: It's better having selectors so you can do testing automate and all that stuff |
17:38 |
RhineDevil^ |
Having a coherent codebase helps |
17:40 |
RhineDevil^ |
Seriously where tf are the function arguments expected near '.' if the line is "minetest.set_mapgen_setting("seed", mg_earth.settings.seed, true)" |
17:40 |
Guest2318 |
I have coded for over 30 years. As I've stated, this code grew.... I've done alot to clean what I can, but understand, this is not pro grade. Never claimed it to be. Making code work is more important than how pretty it is, and once code is final, then it gets cleaned. Code ain't final for a WIP. |
17:41 |
Guest2318 |
The function is minetest.set_mapgen_setting. Check commas, quotes, or just comment the damn line and move on |
17:41 |
RhineDevil^ |
Uhm what |
17:42 |
RhineDevil^ |
Oh it was missing a then |
17:42 |
RhineDevil^ |
Now the fucker should work |
17:43 |
RhineDevil^ |
Guest2318: if I got this right just another commit and then I'll be able to send the finished code |
17:43 |
RhineDevil^ |
All working so faaar |
17:45 |
RhineDevil^ |
Besides Guest2318 I suggest keeping the default numeric seed. You don't want it crashing on mineclone just cause someone enabled the internal seed option, right? |
17:47 |
RhineDevil^ |
Uhh |
17:47 |
RhineDevil^ |
Something very weird happened with "Terraria mix" seed |
17:49 |
RhineDevil^ |
Genuinely wtf is this |
17:49 |
RhineDevil^ |
Ok guess I'll take care of that later |
17:53 |
Guest2318 |
Keep in mind, I do not code to MCL or it's ways of doing things. I try to make this as robust as possible, so whatever in MCL is hardcode dependent on a numeric mapseed should also be made more robust. Lua is pretty good at type checking. The PseudoRandom function does not type check, so MCL should type check before calling out to functions |
17:53 |
Guest2318 |
it hard dependent on a specific type. |
18:07 |
RhineDevil^ |
Why it doesn't shut down the server |
18:07 |
RhineDevil^ |
Btw all this stuff seems resource-expensive as fucking hell |
18:22 |
Guest2318 |
So whats your workaround to incomplete biome defs in MCL |
18:23 |
RhineDevil^ |
Guest2318: Try the new code I've spitted out with seed 17324326821609630490 ("Terraria Mix"), vEarthSimple enabled, vIslands enabled v3D enabled |
18:24 |
RhineDevil^ |
Use the seed code, not terraria mix. No idea why but it won't spit out the same seed |
18:24 |
RhineDevil^ |
Like wtf is even this stuff? |
18:24 |
RhineDevil^ |
No terrain generated at ground 40 just a patch of land above the clouds??? |
18:37 |
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19:44 |
Guest2318 |
RhineDevil, Enable either vEarthSimple and vIslands, OR v3D. They are mutually exclusive. The first two are 2D heightmaps. v3D is exactly that, a fully 3D mapgen, and it uses a different mechanism in code. |
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RhineDevil^ |
Guest4558: Are you ShadMOrdre? |
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Guest2903 |
Hello, I have a voxelmanip used inside 'register_on_generated'. I am trying to generate an 'underground-like' region. How can I set all light to 0 as if in a dark cave, even for huge voids like the default caverns? I notice that vm:set_lighting({day=0, night=0}) doesn't seem to work, light is mostly black but (for example) high areas of land are |
23:45 |
Guest2903 |
faintly lit slightly bluish as if by moonlight. |
23:48 |
Guest2903 |
Manually using /mapfix in the region afterwards properly darkens everything, but I'd like to be able to fix the problem in the original mapgen voxelmanip object. |
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23:53 |
Guest2903 |
I think the problem might have something to do with the mapgen chunk borders. For example, if I pick a dimly lit-up high point, and build a cobble pillar on it, the cobble gradually gets brighter, until the TOP of the next block is suddenly completely black. The client's wieldhand shows similar behavior. So light in the chunk *above* (which is all |
23:53 |
Guest2903 |
just air ATM) is correct, but the chunk below containing the land surface is not correct (it should be black too). |
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